// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Time)]
	[Tooltip("Delays a State from finishing by the specified time. NOTE: Other actions continue, but FINISHED can't happen before Time.")]
	public class Wait : FsmStateAction
	{
		[RequiredField]
		public FsmFloat time;
		public FsmEvent finishEvent;
		public bool realTime;
		
		private float startTime;
		private float timer;
		
		public override void Reset()
		{
			time = 1f;
			finishEvent = null;
			realTime = false;
		}
	
		public override void OnEnter()
		{
			if (time.Value <= 0)
			{
				Finish();
				return;
			}
				
			startTime = FsmTime.RealtimeSinceStartup;
			timer = 0f;
		}
		
		public override void OnUpdate()
		{
			// update time
			
			if (realTime)
			{
				timer = FsmTime.RealtimeSinceStartup - startTime;
			}
			else
			{
				timer += Time.deltaTime;
			}
			
			if (timer > time.Value){
				Finish();
				if(finishEvent != null) Fsm.Event(finishEvent);
			}
		}
		
	}
}

